User:Cce2955/sandbox

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Revision as of 19:54, 5 September 2024 by Cce2955 (talk | contribs)

Introduction

Alex from Street Fighter III comes to Tatsunoko vs Capcom with a not-so-great rendition of Jazzy NYC. He’s the same grappler you expect, and notably, the only small character with a snapback. Lacking projectiles and a double jump, Alex struggles in certain matchups, but once he gets going, he can wipe out entire characters with ease.

Gameplay

Standard Vs. Grappler

Strengths Weaknesses
  • The only non-giant character with a snapback.
  • Insane damage output, especially when boosted by Baroque—can wipe out most characters with just 20% Baroque.
  • Benefits greatly from the VAR system, receiving both damage and meter boosts, plus a height damage boost.
  • Decent anti-air options.
  • Standing overhead that leads into multiple combo routes.
  • Excellent giant killer.
  • Cannot double jump.
  • A well-timed pushblock can ruin setups.
  • Struggles against zoning despite the ability to nullify fireballs.
  • Has only one super that is truly worthwhile.
  • Limited ways to close the gap—opponents can often interrupt or stop his approach. Strong fundamentals and meter management are crucial.
TVC Alex Art.png

Move List

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes

8

1

18

-

1200

-

Jab. Nothing special—just a jab.

8

1

12

-

1120

-

Another jab, but crouching.

11

3

21

-

2140

-

A decent normal with some anti-air properties, though it’s more likely to be used as combo filler.

10

2

15

-

2200

Low

A solid poke. Likely to be your hit-confirm into most combos when both players are grounded.

18

3

30

-

3380

Overhead

One of Alex's many overheads. Cannot be linked from other normals but can chain into {{{2}}} or a special. Best followed by charging for a {{{2}}}.

14

2

33

-

3340

Low

A sweep with decent range, used in most of Alex’s combos and block string starters.

14

3

21

-

3880

Knockback

A somewhat unreliable anti-air, rarely seen in neutral or combos. Can link into {{{2}}} or {{{2}}}, but requires close range.

16

6

29

-

3200

Launcher

Functions as a launcher and can work as an anti-air. If the opponent doesn't pushblock, you can easily punish blocked launchers with a {{{2}}}.

6

8

24

-

1120

Overhead

A fast air attack that hits diagonally. Mainly useful for correcting positioning during air combos.

8

5

28

-

2080

Overhead

A versatile air normal with great range. Used for air {{{2}}} resets, grounded IAD crossups, air blocks into {{{2}}}, and more. This is Alex's go-to move.

11

N/A

29

-

3320

Overhead

"Head Dive!" Massively unsafe but causes extreme stagger, allowing for extended combos. More effective when close to the ground. Combining with an assist can make it safer, but don’t rely on it too often.

Universal Mechanics

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes

6

9

-

-

2300

Overhead

Uses the Knee Smash animation. Alex is unique in that he can exploit the VAR Boost glitch: by jumping, performing an instant air dash, using {{{2}}}, and then executing a VAR, his momentum is multiplied in the direction of the air dash. This can be used for tricky baits.

Crossover Counter

27

3

28

-

2400

-

Uses the {{{2}}} animation.

Assist
{{{2}}}

43

2

26

-

3200

-

A fairly decent assist, comparable to Ryu's fireball but with 3/4 screen range.

Forward Throw

-

-

-

-

5600

Throw

Leaves the opponent standing, allowing for mixups, {{{2}}}, or {{{2}}} follow-ups depending on your read.

Back Throw

-

-

-

-

5600

Throw

Unlike the forward throw, this grounds your opponent, leading into an oki situation.

Air Forward Throw

-

-

-

-

6400

Throw

Air Back Throw

-

-

-

-

6400

Throw

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes

2/5/9

3

51/46/40

-

7600 (7900 vs back)

Throw

Command grab. Turns into a suplex if the opponent is backwards.
Usable on giants.

2

4

-

-

7798

Throw

Air command grab. Can be used in or out of combos. Due to damage scaling, it's best to land this before your opponent can recover.

4/17/24

3/3/2

29/34/28

-

2800/3120/3440

Back Turn + Projectile Erase

  • {{{2}}}: Provides little hitstun, can set up resets but doesn’t combo into {{{2}}} or {{{2}}}.
  • {{{2}}}: Links easily into {{{2}}}; can be followed with BBQ into {{{2}}}.
  • {{{2}}}: Requires BBQ or an assist to connect. Causes the opponent to turn around and stay in hitstun for a long time.
  • All versions can erase one projectile.

59

2

28

-

17229

Unblockable + Projectile Erase

Fully charged {{{2}}} becomes an unblockable with a cinematic follow-up.
Usable on giants. Requires Alex to crouch very low when hitting Roll.

17

2

27

-

2800/3000/3200

None/Knockdown/Wall Bounce

Likely to be your main approach tool. Alex flies toward the opponent.

  • {{{2}}}: Causes a soft knockdown if the opponent is airborne. Can lead into {{{2}}}.
  • {{{2}}}: Causes a hard knockdown. Useful in neutral and allows Alex to carry wall-to-wall.
  • {{{2}}}: Causes a wall bounce.
  • All versions can be followed with {{{2}}}.

17

3

39

-

2000

Snapback + Self-Knockdown

The only normal character with a snapback. The self-knockdown allows for wakeup rolls and mixups with assists on incoming. Causes a wall bounce on giants or solo characters in a juggle state.

11/13/13

2/2/6

-

-

5680

Air Grab

Anti-air grab, can be used for resets. {{{2}}} is preferred for anti-air opportunities.

26

5

24

-

2600

Overhead/OTG

Quick damage option or OTG finisher. Easy to forget, but useful in certain situations.

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes

12+8

3(14)3(17)3(14)2(18)4

39

-

13098

Throw (5th Hit Only)

A 4-hit move that ends with a grab. The final hit will hit new players once, then never again.

4+23

4

18

-

4920

Grab + Stagger + Dizzy (Mashable)

Alex jumps a distance based on the button combination, and if the opponent is grounded in front of him, he headbutts them, causing a dizzy state. Special animation on giants. Useful for style points but situational in practice.

  • {{{2}}}: Short jump, useful as a link from {{{2}}}.
  • {{{2}}}: Mid-screen jump.
  • {{{2}}}: Near full-screen jump.

{{{2}}}
{{{2}}}
(While Opponent is Backwards)

7+0

5

38

-

25960 (26320 vs Back)

Throw + Invuln f1-15

The "Hyper Bomb"—a powerful grab with invulnerability on frames 1-15. Unique animation if the opponent is back turned. Usable on giants.

Game Navigation

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